Return to site

Lovecraft's Untold Stories

broken image


Dear all,

  1. Lovecraft's Untold Stories Review
  2. Lovecraft's Untold Stories Switch
  3. Lovecraft's Untold Stories Ps4 Review
  4. Lovecraft's Untold Stories
  5. Lovecraft's Untold Stories Review

We are working really hard to release our Early Access version on Steam. If you played our demo and liked it, please go to our Steam page, and click on Add to Wishlist. You will help us a lot!

Had the developers simply slapped the Lovecraft label on the game and not explored the rich mythos inherent in the name, this could have been a disaster of a game, but instead – and despite of its faults – Lovecraft's Untold Stories is a rich and intoxicating set of tales weaved together, balancing mystery, combat, and madness together in an engrossing experience. The Story of a Cemetery Complete the storyline of the Ghoul. The Professor's Story In Chapter 2 you will find the Professor behind a wall of energy, in the same room there are numerous switches. The Witch's Story Unlock the Witch. The Thief's Story Unlock the Thief. The Ghoul's Story Unlock the Ghoul. Under the Sea Defeat Dagon. Lovecraft's Untold Stories is based on H.P. Lovecraft's stories. You will experience first-hand the cosmic horror created by the genius of Providence. You will experience first-hand the cosmic horror created by the genius of Providence.

StatusIn development
AuthorBlini_Games
GenreAdventure, Action, Shooter
Tagscthulhu, Lovecraftian Horror, Pixel Art, Roguelike

Lovecraft's Untold Stories Review

Log in with itch.io to leave a comment.

Awesome game. As fan of 'Lovecraftian horror' i brought this and devoured gameplay inch by inch. It's just awesome. Yeah it have it's stitches and itches yet in general it's awesome game. Thank You for your awesome work.

Congrats on the full release! I completely missed the launch :(

looks absolutely fantastic but the foley design seems like it needs a little work.. That is a lot of grunting and groaning and retching.

But this is a definite must play for me.

Hi there,
do you plan to translate the game into other languages?
As a Brazilian Portuguese translator, it would be a pleasure to work on such a cool title (I loved its dark ambiance!).
Let me know if you're interested,
Best wishes!

Lovecraft s untold stories guide

Really love this game, looking forward to the full version. I do have one question though. Is there no way to adjust volume/audio, or am I a dumb and completely missing it? The volume range seems a bit extreme. The music is whisper quiet (but very nice), but if I turn it up loud enough to hear it, the footsteps while moving around sound like I'm stuck wearing Link's Iron Boots.

Hey RibbeeLP, thanks for your message. We just implemented in the game the audio configuration. So sorry that we didnt manage to do it for the demo, but in the final version there will be audio & video options

I figured it was just a 'not in demo' thing. Good to hear, and can't wait for it to be released.

Love the look and game play for this one. Can't wait to download and give it a go.

Hello! Please enjoy the demo. Any feedback will be more than welcome! What did you like, and what you didnt? Thanks in advance!

Round two! So, I feel like I've got a much better feel for the combat, but I did have to rely heavily on the heal over time effects of the small medkits and it felt like I was kinda spamming them. Due to their low cost and massive healing capabilities they feel a little overpowered, but with the combat as fast as it is right now, I can't say that's a complaint.

Now, my biggest issue this time around was the sanity mechanic. If the player is going to be punished with death in a game that has a reset and randomize as its core function, there absolutely needs to be a way to track ones sanity. In a game about exploration and curiosity it is natural and vital that the player investigate all they come across and lacking the information to make informed decisions on interacting with objects that can potentially kill you makes for the cheapest death I've seen in the game so far. I'm not all for removing the mechanic, but there needs to be some way the player can keep track of that in order to know if inspecting objects is worth the risk.

Lastly, the respawns and re-randomization . This might be a case of 'this genre isn't for me' which may very well be a valid counter to my complaints, and if it's something you're intent on keeping, by all means do so. But, even understanding that this is a demo, there is little to no sense of character progression throughout the lives played, only the sense that I've gotten a bit better at not dying. Some sort of carryover to a new life, even if it's just an option in a hidden menu, would be a huge plus to me. Be that some basic stats, items or something along those lines, it would make the character feel like they were making some progress as well as the player. My other idea was to have a single map generation for a save, where you always respawn on the same generation of a map until you decide you want a new one. I don;t know the scale of the game in its entirety or even if you plan any other locations, but being able to learn and efficiently move through a map when death is punished so completely would be a huge respite from the current system.

Most of this is just me tossing ideas around and may severely conflict with what you want your game to be, but even adding these as optional tweaks in some sort of accessibility menu might increase the appeal while still leaving the hardcore stuff in for the 'purist' crowd. I'd love to hear your thoughts on all this and I hope you enjoy the second episode! Despite all my criticism, I do really love this game.

CoalFire, you are fantastic! Thanks a lot for this second run! You have indeed got much, much better at it. Like I said in a comment in Youtube,Im sooo sorry for such an unfair death by madness, we are working on that, and we are definitely working on character progression, but these are things that over a 1 level demo, it is really hard to show. So, answering to some of the questiosn:

The witcher 2 assassins of kings enhanced edition download free. The second installment in the RPG saga about the Witcher, Geralt of Rivia. A new, modern game engine, responsible both for beautiful visuals and sophisticated game mechanics puts players in the most lively and believable world ever created in an RPG game. Once The Witcher 2: Assassins Of Kings Enhanced Edition is done downloading, right click the.zip file and click on 'Extract to The Witcher 2 – Enhanced Edition.zip' (To do this you must have WinRAR, which you can get here). Double click inside the The Witcher 2: Assassins Of Kings Enhanced Edition folder and run the exe application. The second installment in the RPG saga about professional monster slayer Geralt of Rivia, The Witcher 2: Assassins of Kings spins a mature, thought-provoking tale to produce one of the most elaborate and unique role-playing games ever released on PC. ABOUT THE WITCHER 2 ENHANCED EDITION The Enhanced Edition features lots of new and exciting.

1) There will be a insanity counter. yes, it is under progress, and in fact, sanity will be a strong element in the character progression.
2) Right now we have just quests triggered by room entrance, but there will be more types of quests and traps in future versions
3) About the character progression. There will be it, in form of keeping items between levels, and becoming the character stronger.
4) Also we plan on including the possibility of 'saving' the character. (still on it)

Said that, the sensation of continuity in the final game, will be much bigger.

The demo can be a bit frustrating, I know, because it is just one level, and we are working on the balancing, but on the bright side, we have solved many of the bugs that appeared in your last run, so thank you for your help.

Oh! And also a gameplay video that I did myself. Watch the ending :) it is the small reward for playing the whole demo!

Thank you again for your support! I will send you a free key as soon as the game is on sale!


Best,

Carlos

Glad you enjoyed the second video! I'm really glad to hear that there is going to be some carryover between lives, that eases a lot of concerns I had with the demo. And that you've already got a sanity meter in the works. I'm already looking forward to the full game and I'm excited to see what all is hidden in there!

Hi CoalFire! Honestly? We watched the video way before receiving your message here. Pretty impressive how quick you got it, so first of all.. Thank you for the support!

Lovecraft's Untold Stories Switch

The team really enjoyed every minute, most of all, because for you it was a first hands on, so for us, your commentaries were totally constructive, and helpful.

Let me try to answer you to some doubts that I saw that you had during the recording, and also give you some insight about the project itself.

You are totally right, our approach is of a Roguelike game, but we are including strong adventure elements (quick quests and events, as you faced during the video) quests with several steps, puzzles, traps, etc..

There will be plenty of items, that will mix their properties between other, will improve your skills, etc.. but, as you also saw in the quest of the corpse, there is the sanity issue. In order to control how powerful the character becomes, and as part of the strategy, we have added a sanity system. The more you become aware of the Cthulhu mythos, the crazier you become, so the more powerful the item is, the more sanity you will lose if you use it.

There will be unlockable playable characters, through special quests, there will be plenty of minibosses, and of course, big encounters with the well known monsters of the mythos: Cthulhu, Dagon, etc..

We have a lot of work to do until the release (planned for Q3 of 2018) and this demo will help us to improve, among other things, the balancing of the action. You are totally right, now monsters are too fast and too agressive, and dodging, though possible, it is quite difficult, and it is needed a more aggressive approach, in order to survive.

Answering to the question of 'What's the info?' it is one of the currencies in the game. There are two different shops, with specific items on each of them. One trades with money, the other, with info.

Untold

Why the 4 axis? Well, for us it was a strong reference 'Binding of Isaac: Rebirth' which uses the same 4 axis way of shooting, but we are still considering adding the diagonals, so the character will shoot on 8 axis, but that's pending on confirmation. At this stage, though mouse is not available, it is possible to play with Gamepad, making it much easier, actually.

And.. I think that's it. I would love to see a second part of your video, and I will be pleased to help you, in anyway I can.

We have linked your video on our Facebook page, btw.. https://www.facebook.com/LovecraftUntoldStories

So, thanks again for your support, and Im open to any question you may have.

Lovecraft's Untold Stories Ps4 Review

Best,

Blini Games

Apologies, I didn't see this right away (original poster doesn't get a notification unless you directly reply to the comment) But I'm excited to get back into the demo! I realized there's a lot going on here and I likely wouldn't be able to figure it all out in a format where I need to keep the pace up like a let's play and editing the episode made me realize a lot of things I missed. I'll be back into it soon!

So, I went into this with no expectations at all, only having seen the title and screenshots. Really love the atmosphere and artwork, truly unsettling. But the gameplay seems just a little off to me. It almost felt like the game was punishing me for exploring and the combat was the primary reason for that. The cardinal direction firing is a little limiting, especially when dealing with enemies that are so fast, I would have preferred a cursor aim or twinstick layout a lot more. And much of the time it appears that I was taking damage with no real way to avoid it, cover and dodging were never enough to avoid the enemies that rush you. Adding in the random generation of the maps and the permadeath it combined into an experience where it was all up to chance whether or not you'd make any progress. Most of this is only from my first 30 min with the game and I'm more than willing to dive back in, but it does feel more as if the systems, rather than my own ability, are holding me back. Detailed thoughts at the end of the video.

Review by Nicola Warren

Being a big lover of all things Lovecraft I was highly looking forward to the release of Untold Stories on the switch even though I feel that the Lovecraft games have been slightly overdone by this point, but I have finally gotten the chance to play it! Developed by LLC Blini Games and published by BadLand publishing we are handed this 360-degree shooter, 16-Bit arcade, Detective action game.

Kicking off the game in a creepy mansion you play as a shot gun wielded detective who is there to investigate 5 areas within the horroresque 1920's Lovecraft settings, Unfolding the story as you go through text and the odd clue you find within the level. I really enjoyed the game to start with as you needed to explore the mansion inspecting every nook and cranny for clues while fending off various lovecraftian themed monsters and cultists that dash in and out of the shadows while attacking you. Sadly, though this soon changes as you progress through the game, in fact this actually changes as soon as you leave the first of the 5 settings. Once you arrive at the hospital the investigatory element of the game drops considerably and you find yourself fending off even more enemies than hunting clues, Then as soon as you hit the graveyard setting the investigatory element is dropped completely and the game clearly turns solely into a shooter.

Lovecraft

Really love this game, looking forward to the full version. I do have one question though. Is there no way to adjust volume/audio, or am I a dumb and completely missing it? The volume range seems a bit extreme. The music is whisper quiet (but very nice), but if I turn it up loud enough to hear it, the footsteps while moving around sound like I'm stuck wearing Link's Iron Boots.

Hey RibbeeLP, thanks for your message. We just implemented in the game the audio configuration. So sorry that we didnt manage to do it for the demo, but in the final version there will be audio & video options

I figured it was just a 'not in demo' thing. Good to hear, and can't wait for it to be released.

Love the look and game play for this one. Can't wait to download and give it a go.

Hello! Please enjoy the demo. Any feedback will be more than welcome! What did you like, and what you didnt? Thanks in advance!

Round two! So, I feel like I've got a much better feel for the combat, but I did have to rely heavily on the heal over time effects of the small medkits and it felt like I was kinda spamming them. Due to their low cost and massive healing capabilities they feel a little overpowered, but with the combat as fast as it is right now, I can't say that's a complaint.

Now, my biggest issue this time around was the sanity mechanic. If the player is going to be punished with death in a game that has a reset and randomize as its core function, there absolutely needs to be a way to track ones sanity. In a game about exploration and curiosity it is natural and vital that the player investigate all they come across and lacking the information to make informed decisions on interacting with objects that can potentially kill you makes for the cheapest death I've seen in the game so far. I'm not all for removing the mechanic, but there needs to be some way the player can keep track of that in order to know if inspecting objects is worth the risk.

Lastly, the respawns and re-randomization . This might be a case of 'this genre isn't for me' which may very well be a valid counter to my complaints, and if it's something you're intent on keeping, by all means do so. But, even understanding that this is a demo, there is little to no sense of character progression throughout the lives played, only the sense that I've gotten a bit better at not dying. Some sort of carryover to a new life, even if it's just an option in a hidden menu, would be a huge plus to me. Be that some basic stats, items or something along those lines, it would make the character feel like they were making some progress as well as the player. My other idea was to have a single map generation for a save, where you always respawn on the same generation of a map until you decide you want a new one. I don;t know the scale of the game in its entirety or even if you plan any other locations, but being able to learn and efficiently move through a map when death is punished so completely would be a huge respite from the current system.

Most of this is just me tossing ideas around and may severely conflict with what you want your game to be, but even adding these as optional tweaks in some sort of accessibility menu might increase the appeal while still leaving the hardcore stuff in for the 'purist' crowd. I'd love to hear your thoughts on all this and I hope you enjoy the second episode! Despite all my criticism, I do really love this game.

CoalFire, you are fantastic! Thanks a lot for this second run! You have indeed got much, much better at it. Like I said in a comment in Youtube,Im sooo sorry for such an unfair death by madness, we are working on that, and we are definitely working on character progression, but these are things that over a 1 level demo, it is really hard to show. So, answering to some of the questiosn:

The witcher 2 assassins of kings enhanced edition download free. The second installment in the RPG saga about the Witcher, Geralt of Rivia. A new, modern game engine, responsible both for beautiful visuals and sophisticated game mechanics puts players in the most lively and believable world ever created in an RPG game. Once The Witcher 2: Assassins Of Kings Enhanced Edition is done downloading, right click the.zip file and click on 'Extract to The Witcher 2 – Enhanced Edition.zip' (To do this you must have WinRAR, which you can get here). Double click inside the The Witcher 2: Assassins Of Kings Enhanced Edition folder and run the exe application. The second installment in the RPG saga about professional monster slayer Geralt of Rivia, The Witcher 2: Assassins of Kings spins a mature, thought-provoking tale to produce one of the most elaborate and unique role-playing games ever released on PC. ABOUT THE WITCHER 2 ENHANCED EDITION The Enhanced Edition features lots of new and exciting.

1) There will be a insanity counter. yes, it is under progress, and in fact, sanity will be a strong element in the character progression.
2) Right now we have just quests triggered by room entrance, but there will be more types of quests and traps in future versions
3) About the character progression. There will be it, in form of keeping items between levels, and becoming the character stronger.
4) Also we plan on including the possibility of 'saving' the character. (still on it)

Said that, the sensation of continuity in the final game, will be much bigger.

The demo can be a bit frustrating, I know, because it is just one level, and we are working on the balancing, but on the bright side, we have solved many of the bugs that appeared in your last run, so thank you for your help.

Oh! And also a gameplay video that I did myself. Watch the ending :) it is the small reward for playing the whole demo!

Thank you again for your support! I will send you a free key as soon as the game is on sale!


Best,

Carlos

Glad you enjoyed the second video! I'm really glad to hear that there is going to be some carryover between lives, that eases a lot of concerns I had with the demo. And that you've already got a sanity meter in the works. I'm already looking forward to the full game and I'm excited to see what all is hidden in there!

Hi CoalFire! Honestly? We watched the video way before receiving your message here. Pretty impressive how quick you got it, so first of all.. Thank you for the support!

Lovecraft's Untold Stories Switch

The team really enjoyed every minute, most of all, because for you it was a first hands on, so for us, your commentaries were totally constructive, and helpful.

Let me try to answer you to some doubts that I saw that you had during the recording, and also give you some insight about the project itself.

You are totally right, our approach is of a Roguelike game, but we are including strong adventure elements (quick quests and events, as you faced during the video) quests with several steps, puzzles, traps, etc..

There will be plenty of items, that will mix their properties between other, will improve your skills, etc.. but, as you also saw in the quest of the corpse, there is the sanity issue. In order to control how powerful the character becomes, and as part of the strategy, we have added a sanity system. The more you become aware of the Cthulhu mythos, the crazier you become, so the more powerful the item is, the more sanity you will lose if you use it.

There will be unlockable playable characters, through special quests, there will be plenty of minibosses, and of course, big encounters with the well known monsters of the mythos: Cthulhu, Dagon, etc..

We have a lot of work to do until the release (planned for Q3 of 2018) and this demo will help us to improve, among other things, the balancing of the action. You are totally right, now monsters are too fast and too agressive, and dodging, though possible, it is quite difficult, and it is needed a more aggressive approach, in order to survive.

Answering to the question of 'What's the info?' it is one of the currencies in the game. There are two different shops, with specific items on each of them. One trades with money, the other, with info.

Why the 4 axis? Well, for us it was a strong reference 'Binding of Isaac: Rebirth' which uses the same 4 axis way of shooting, but we are still considering adding the diagonals, so the character will shoot on 8 axis, but that's pending on confirmation. At this stage, though mouse is not available, it is possible to play with Gamepad, making it much easier, actually.

And.. I think that's it. I would love to see a second part of your video, and I will be pleased to help you, in anyway I can.

We have linked your video on our Facebook page, btw.. https://www.facebook.com/LovecraftUntoldStories

So, thanks again for your support, and Im open to any question you may have.

Lovecraft's Untold Stories Ps4 Review

Best,

Blini Games

Apologies, I didn't see this right away (original poster doesn't get a notification unless you directly reply to the comment) But I'm excited to get back into the demo! I realized there's a lot going on here and I likely wouldn't be able to figure it all out in a format where I need to keep the pace up like a let's play and editing the episode made me realize a lot of things I missed. I'll be back into it soon!

So, I went into this with no expectations at all, only having seen the title and screenshots. Really love the atmosphere and artwork, truly unsettling. But the gameplay seems just a little off to me. It almost felt like the game was punishing me for exploring and the combat was the primary reason for that. The cardinal direction firing is a little limiting, especially when dealing with enemies that are so fast, I would have preferred a cursor aim or twinstick layout a lot more. And much of the time it appears that I was taking damage with no real way to avoid it, cover and dodging were never enough to avoid the enemies that rush you. Adding in the random generation of the maps and the permadeath it combined into an experience where it was all up to chance whether or not you'd make any progress. Most of this is only from my first 30 min with the game and I'm more than willing to dive back in, but it does feel more as if the systems, rather than my own ability, are holding me back. Detailed thoughts at the end of the video.

Review by Nicola Warren

Being a big lover of all things Lovecraft I was highly looking forward to the release of Untold Stories on the switch even though I feel that the Lovecraft games have been slightly overdone by this point, but I have finally gotten the chance to play it! Developed by LLC Blini Games and published by BadLand publishing we are handed this 360-degree shooter, 16-Bit arcade, Detective action game.

Kicking off the game in a creepy mansion you play as a shot gun wielded detective who is there to investigate 5 areas within the horroresque 1920's Lovecraft settings, Unfolding the story as you go through text and the odd clue you find within the level. I really enjoyed the game to start with as you needed to explore the mansion inspecting every nook and cranny for clues while fending off various lovecraftian themed monsters and cultists that dash in and out of the shadows while attacking you. Sadly, though this soon changes as you progress through the game, in fact this actually changes as soon as you leave the first of the 5 settings. Once you arrive at the hospital the investigatory element of the game drops considerably and you find yourself fending off even more enemies than hunting clues, Then as soon as you hit the graveyard setting the investigatory element is dropped completely and the game clearly turns solely into a shooter.

Lovecraft's Untold Stories

You soon learn thatyou have a very limited inventory as you progress so you have to be verycareful with what items you decide to equip, Although this is not necessarily abad thing seeing as there are really only a handful of weapons which you canuse consisting of your initial shotgun and then dynamite and grenades. Death inthe game comes on imminently if you are not careful from the get-go and you aresoon sent back to your last checkpoint, which can be few and far between.

The levels have a very melancholic feel to them which is something I personally love within a horror themed game, which LLC Blini Games have paired perfectly with a just as fitting soundtrack alongside some well known and not so known enemies. There are also some great references to the work of Lovecraft throughout the game, My favourite being the 3 Giant Penguins you encounter that you need to protect at all cost which has been brought over from Lovecraft's book At the Mountains of Madness. Yet there is one very big difference with these penguins… They talk and scream… Like Humans.

The main aspect of thegame that I felt was really unbalanced was the difficulty levels. In most gamesthey usually start off at an easy level of difficulty and then it rises as youprogress on, but not in Untold Stories! The game kicks off being quitedifficult, the investigatory part of the game is simple but it's the enemieswhich are the difficult to kill. Then as you progress to the later stages likethe hospital and tombs where the amount of enemies rise they become easier tokill, including the bosses that you encounter. Luckily though the game doesconsist of randomly generated levels so the difficulty levels can spike attimes which makes it slightly more bearable and you soon forget how unbalancedthe difficulty levels are.

Lovecraft's Untold Stories Review

Overall, I enjoyed thegame as I am a big fan of Lovecraft and I feel other lovecraft fans will enjoythe game even if it's because of the many references throughout the game. Thedifficulty levels definitely need some ironing out and there isn't really muchin the sense of character progression, but you can unlock a further fourcharacters, A Professor, Witch, Thief and Ghoul Which make further playthroughsmore viable especially with the randomly generated rooms.

Overall I give Lovecraft's Untold Stories 6/10





broken image